Solo Build (Vs Physical)

Solo Build (Vs Magical)

Solo Build (Vs Magical Healer)

Warrior Tabi

Pestilence

Ancile

Titan's Bane

Breastplate of Valor

Spirit Robe

Fenrir's Skill Order

Unchained

1X

18101112

Seething Howl

2A

313141516

Brutalize

3B

24679

Ragnarok

4Y

517181920

Introduction

Hello. My name is Draisaitl (Drai for short) and I main Fenrir. In Conquest, I find Fenrir a bit underrated. But that's because most people don't know how to use him properly. Seeing that you're reading this guide and not merely just copying the build, that means you are here to learn how to do just that. Anybody can pick up Fenrir and press 3, get a kill, then press 1 to get away. To master this god is a completely different story. You need to realize that Fenrir has his strengths and weaknesses just like any other god, and you're going to need to know his limitations (ex Purification Beads, Cripples, and Stuns.) before you can use him to his full potential. But in the right hands he can be scary to play against and one of the most fun Gods in the game. That being said, let's get into it.

Note that I put builds for Fenrir Jungle and Solo. But most of the guide portion will be focused on Jungling, with mentions of the Solo lane here and there.

Changelog

Change Log

Changes (By Patch)

Patch 4.22

Updated all builds.

Added My Standard Jungle Build.

Removed Auto Attack build due to lack of viability.

Updated Skills quotes and descriptions.

Removed Qin's Sais, The Executioner, Stone Cutting Sword, Devourer's Gauntlet, and all Crit items due to lack of viability.

Added video to the Videos section post buff.

Patch 5.1

Updated all builds.

Separated Jungle and Solo builds into two.

Changed Jungle leveling order.

Updated all item descriptions (based on item changes in Patch 5.1).

Removed all starter items and added viable Blessings in their place.

Added Talaria Boots to the Power items section.

Added Deathbringer to the Power items section.

Moved Masamune from the Power items section to the Defense items section.

Skills

Unbound Runes

"Fenrir gains efficiency as he attacks. Every hit from a Basic Attack activates 1 Rune, up to a max. of 5. Unchained, Brutalize, and Ragnarok gain additional benefits when used at maximum Runes and the Runes are consumed. Enemy gods that Fenrir kills will fully activate all of his Runes."

Every time Fenrir lands a basic attack, he activates one Unbound Runes. Killing an enemy god will also activate all 5 runes. Using full runes effectively with each ability is crucial. It is probably best if you get used to getting full runes up before attacking an enemy whenever possible. Especially when you're ganking, as not doing so could result in a dropped kill, or even death. I like to use jungle buffs to my advantage for full runes before ganking.

Unchained

"Fenrir leaps forward, dealing damage to all enemies when he lands. At full runes, the leap stuns the enemies hit. If the leap hits a god, the cooldown is halved."

This is arguably the most effective skill Fenrir has. Most of the time, this is the move used to initially engage an enemy god, often combo'd with Brutalize. Also used for escaping. At full runes, it stuns enemy god(s) for 1 second. If it connects, the cooldown is halved. Can be used to jump through walls, which makes it great for ganking or escaping. Also very effective for avoiding enemy moves, if timed right.

This ability should be prioritized in leveling 2nd UNLESS you're against an enemy team comp that has multiple Gods that can cancel out your Brutalize with CC such as cripples, stuns, or silences, in which case Unchained
would be prioritized 1st.

Seething Howl

"Fenrir rears back and howls, inspiring himself with a Physical Power and Lifesteal Buff."

A built in buffing ability. Grants Physical Power and Lifesteal. Abilities used after this move are only granted a Physical Power buff. Great for farming to restore health. and can also be used to box and sustain until Unchained and/or Brutalize come off cooldown. You can also utilize the power buff to make Unchained and Brutalize more effective when ganking. Late game, you should be spamming this ability for the potent power spike.

This ability should be prioritized in leveling 3rd due to the damage on Unchained and Brutalize being a higher priority. In a situation, though, where you can't utilize all 4 hits of Brutalize, you may choose to prioritize this 2nd for the power. Most of the time, I prioritize it 3rd. Either way, it is worth putting a point in early (Level 3 or 4) for the lifesteal.

Brutalize

"Fenrir pounces to his ground target location. If there was an enemy in the radius, he strikes them 4 times, dealing additional damage with each strike while being immune to knockups. At full runes, each strike deals 75% damage to nearby enemies."

A potent ability that deals 4 almost unavoidable hits, dealing +50% Physical Power in damage, as well as granting protections (5 + 1 * level). During Brutalize, you are immune to knockups. Note that each of the 4 hits on Brutalize is considered an individual leap, so it therefore can not be interrupted by knockbacks or roots either. At full runes, each strike deals 75% damage to nearby enemies, which makes this perfect for clearing jungle camps. This is also a perfect finishing move.

This ability should be prioritized in leveling 1st, due to the high amounts of damage it can do early-mid game, UNLESS you're against an enemy team comp that has multiple Gods that can cancel this ability out with CC such as cripples, stuns, or silences, in which case it should be prioritized 2nd.

Deals 120% of your Physical Power in damage and carries the enemy god for 2 seconds. At full runes, protections in this ability double (TOWERDIVE!). Ragnarok gives long term CC immunity and 50% movement speed increase. Do not be ashamed to use this ability as an escape.

This ability should be prioritized in leveling 4th because it is used mostly for the utility of the ability itself and not so much the damage on it. Aside from leveling it once at level 5, this ability should be maxed last no matter what your leveling process is.

Combos

Here are a few examples of how Fenrir's abilities can be used. Note that it is very easy to Auto Attack cancel on Fenrir. It is as simple as holding down left click (or whatever your input may be for attacking) after using an abiity and it will automatically AA. After using any ability, be sure to do this in order to maximize your damage output.

This combo is used to maximize your ability damage by utilizing the power in Seething Howl. Pop Seething Howl just before you are going to jump in, use Unchained
(with fully stacked Unbound Runes to stun if possible), AA, use Brutalize, AA, use Ragnarok to carry them to a spot where you can do the most damage, or where they can't get to safety, AA again, and by that time your abilities should again be coming off of cooldown.

Ult Initiation Combo

This combo is great if you have teammates around or if the enemy is close to one of your Towers/Phoenixes. Use Unchained (with fully stacked Unbound Runes to stun if possible), AA, use Ragnarok to carry them where you want them, AA, then use Brutalize to hopefully finish the kill.

* Don't be greedy with this combo. When you use Ragnarok,
if you have teammates around, just hold them in place and let your teammates hit them unless you're going to carry them under a Tower/Phoenix. *

Items

Building Fenrir properly is step 1. This being said, it should also be noted that Fenrir is one of the most flexible junglers in terms of how he can be built. But you can't get caught in the idea of building the exact same thing every game. Especially in Season 5, counterbuilding is more important than ever.

Relics

*Remember to upgrade your Relics once your build is finished*

Purification Beads

Using this item removes Crowd Control Effects and makes you immune to new ones for 2s.

Pretty much core on Fenrir in the Jungle. It's hard for a Relic to be "core", but with the amount of CC in the game and Fenrir being especially weak to CC compared to other Gods, whether you build this off the start of at level 12, there's no real reason to not get Purification Beads.

Bracer of Undoing

Using this item restores 40% Health and Mana lost within the last 5s.

In its current state, Bracer of Undoing is notable relic to pick up depending on the match. However, seeing that we're in a burst meta, I feel strongly that this relic can really turn a fight in your favor and I feel like it's hard to say that picking up this relic would be a "bad" decision. Note that this relic can be used during Ragnarok.

Aegis Amulet

Using this item makes you invulnerable to damage and healing for 1.5s, and prevents you from taking any actions. You may still move.

The "Get Out of Jail Free!" card of Smite, Aegis Amulet is a relic you can't really go wrong with. This is also another notable counter to Gods that deal a lot of burst damage. Note that this relic can be used during Ragnarok.

Heavenly Wings

Using this item increases the Movement Speed of allied gods within 55 units by 30% for 5s and makes them immune to Slows.

In addition to the passive, when upgraded, this item also gives a haste effect. That being said, this item can be used for both aggression and escaping. Use Heavenly Wings, pop Seething Howl and start AAing. I would also like to note that I personally like to pick up Heavenly Wings first relic when Jungling against a Nemesis, however you have to be aware of the other 4 members of the opposing team as well. Purification Beads and Aegis Amulet might still be the better choice,
it just always depends.

Magic Shell

Using this item applies a shield to the owner and allies within 35 units for 100 Health + 12 Health per God Level for 3s.

People think of Magic Shell as a Support Relic, but on the contrary, this relic is always a good pickup by anyone at level 12 with the change in the passive. This relic could single handedly turn a large team fight in your favor.

Horrific Emblem

Using this item Slows the Movement Speed of all enemy gods within 35 units by 40% for 5s. Their Attack Speed is also reduced by 25% for the duration.

This relic is a pretty decent aggressive option, especially against gods that don't have leaps of ways to immune the slow. Also a good counter to any god that makes use of Auto Attacks. Note, though, that this item is hard countered by Heavenly Wings.

This item gives +35% Bonus Damage on Jungle Monsters, +7% Health Restored upon Killing a Jungle Monster, and +20 Mana Restored upon Killing a Jungle Monster. If you're jungling, Assassin's Blessing is a must. If you're not jungling, though, don't get this item.

Hunter's Blessing gives +15 Basic Attack Damage (before mitigation) and +10 MP5.
This item is fantastic on Fenrir in the Solo lane when using Seething Howl
for sustain. It is also good if you plan on playing aggressive in the Solo lane.

Warrior's Blessing

ROLE QUEST - Dealing damage to an enemy god provides 1 stack. This effect can only occur once every 10s. Getting a Kill or Assist on an Enemy god provides 5 stacks. At 15 Stacks Warrior's Blessing Evolves, gaining +10 Physical and Magical Protection.

Quite obviously an item for Solo lane, Warrior's Blessing gives +100 Health and +3 Reduction to all Damage taken. While it is the optimal choice if you're trying to play safe, this is also the go-to option if you're up against any god with tick damage (ex. Guan Yu or Aphrodite).

Power

Warrior Tabi

No Passive.

These boots are core on Fenrir in most situations. 99% of the time, there's not much reason to pick up any other kind of Boots.

This is a good option if you're going to focus on farming and rotating. The movement speed is absolutely crazy and you will have no problem chasing someone down or getting away, not to mention rotating all around the map with ease. Note that if the game lasts long enough that you've finished your entire build and upgraded both your relics, you can consider switching these out for Warrior Tabi.

This is a good item right now on almost any Physical God, giving decent protections as well as a HUGE power spike. Fenrir is no exception to this. Surround this item with a bunch of Penetration and you'll be in awe of your damage output.

Penetration

Jotunn's Wrath

No Passive.

A core item on any Ability Based Physical God. Even if you're building Fenrir for Auto Attacks, this item is still core because you're still ability based in the early-mid game and getting Jotunn's Wrath directly after boots is EXTREMELY important for pressure in the jungle.

Heartseeker

Every successful Basic Attack gives you 1 stack of Focus. At 5 stacks of Focus, your next Ability consumes the stacks and deals bonus Damage equal to 100% of your Physical Power to the first Enemy God hit.

This item is a great option for jungling on a damage build. Heartseeker gives 10 additional penetration, a very impactful 10% movement speed, and an extremely potent passive that, when combined with high power items, will make your ability damage spike like crazy. This item is perfect for any build going for Ability damage.

Titan's Bane

Your Physical Damage ignores 20% of the target's Physical Protection. If the target has over 65 Physical Protections, this effect scales up to ignore a larger percentage of their protection. This caps at 40% Physical Penetration at 175 or more Physical Protection.

Titan's Bane has never been as situational as it is now. Titan's Bane is now basically just a counter to tanks. That being said, I would say this item is only good on a tanky build or if you're against multiple tanky Gods. Nonetheless, if you're in one of those scenarios, absolutely build this item.

This item is semi-situational. There is really no downside to building it even if there isn't much healing on the other team. Brawler's Beat Stick gives 40 Power and 15 Penetration which makes it a great item either way, and the Anti-Heal makes it very potent against any healing compositions.

The Crusher

Your abilities deal bonus damage over time equal to 30 + 15% of your Physical Power over 2 seconds.

This item is absolutely fantastic on Fenrir. I strongly recommend this item on any damage oriented build. It gives 30 Power, 15 flat Penetration, and 20% attack speed is something Fenrir can make great use of combined with Seething Howl.

Void Shield

Reduces the Physical Protection of enemy gods within 55 units by 20.

I think this item is absolutely amazing on Fenrir. Not only does it give a bit of power and 50 Physical Protection (which shouldn't be taken lightly), it's fantastic because in order to do damage, you have to get in someone's face anyways. Any time you want to do any damage, Void Shield will reduce the enemy's protections by 20. Combined with lots of Flat Penetration, you will shred squishy targets with this item.

Defense

Breastplate of Valor

No Passive.

A core item for Fenrir in the solo lane, this item is most popular because of the 20% CDR which is hard to pass up. It also gives really good Physical Protection, as well as 300 mana and 10 mp5 which is helpful if you find yourself spamming abilities.

Hide of the Urchin

You gain +2 Magical Protection and +2 Physical Protection for each god kill or assist (max. 10 Stacks). Once stacked, you gain a 100 Health + 5 Per Level shield that regenerates a small portion of the shield every 3 seconds while out of combat. The full shield will regenerate after 30 seconds.

This item gives pretty good protections once it is stacked, which is not hard to do as it only requires participation in 10 total kills. Even when it is not stacked, 30 Protections in both categories is still extremely relevant, especially if you build it early. I strongly recommend this item on any bruiser build.

Spirit Robe

You gain an additional 15% damage mitigation for 3s whenever you are hit with a hard crowd control ability. This can only occur once every 15 seconds.

If you find yourself in need of some sort of protections in the late game, this item is for you. Spirit Robe is very affordable, gives 40 Protections in both categories, as well as 10% CDR and 20% CCR, which you really can't go wrong with since basically every God in the game has some form of CC.

Bulwark of Hope

When you take damage and are below 30% Health, you gain a Shield with health equal to 150 +10 per Player Level for 20s. Can only occur once every 60s.

If you find yourself up against a Magical jungle (ex. Ao Kuang), or solo (ex. Ymir), this item is exactly what you need. It gives 60 Magical Protections, 20%
CCR, and 200 health. It also has a passive that can really turn a fight in your favor.
Just when they think they have the kill on you and their kit is emptied, Bulwark of Hope passive procs and suddenly you have a shield worth 25% of your HP bar.

Mantle of Discord

If you take damage below 30% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and gain CC immunity for 1s. This effect cannot trigger more than once every 90s.

This item is not ideal in most situations because of its price tag. In most matchups, you can get away with a different defensive item and be just fine. However if you have the gold pool to purchase this item, it gives EXTREMELY good Protections, giving 60 in both categories. There are also situations where this item is actually core, particulaly against gods who utilize Hastened Katana and can latch onto you (ex. Kali or Bakasura).

Mystical Mail

Deals 40 Magical damage per second to enemies within 25 units.

Mystical Mail is a bit of a comfort item, being that it has a fairly expensive price tag and offers mediocre protections, it is still very good on Fenrir because no matter how you build, you have to be up close and personal to do anything. So while your abilities are going off, Mystical Mail's passive is procing every second. 40 damage isn't a lot up front, but over time it adds up. If you manage to get an early kill in the Solo Lane, you could pick this up first item in place of Breastplate of Valor.

Spectral Armor

Critical Strikes deal 50% bonus damage to you instead of 100%.

I rarely ever pick up Spectral. Like ever. That being said, this item is definitely worth mentioning because there are times when people build heavy crit and it can be hard to deal with (ex. Artemis). This item gives 60 Physical Protection, which is a lot, 300 mana, 10 mp5, and 20% CCR. Especially good if you're up against multiple hunters.

Masamune

For each Enemy God within 55 units of you, you gain a stacking buff that provides 7 Magical Protection and 7 Physical Protection. Stacks up to 5 times.

In my opinion, Masamune is now a late game item. This item used to heavily contest Shifter's Shield, but it is most effective when all 5 enemies are grouped up (in 5v5 scenarios ideally) which, in the current meta, doesn't really happen until late game. This item still brings a lot to the table but I don't think building it before 5th or 6th item is worth it.

Situationals

Winged Blade

When hit by a Slow, you are immune to Slows and your movement speed is increased by 20% for 4s. Only occurs once every 30 seconds.

The very item to counter Poseidon, I personally do not like picking up Winged Blade. But Fenrir is also very vulnerable to CC, especially slows. If you're up against a slow-heavy comp, this item is a must. It also gives 300 health, 20% CCR, and 10% movement speed which helps with Jungling.

Magi's Cloak

Absorbs a single hard Crowd Control or Root effect once every 70 seconds. When this occurs, the owner also receives 1s of CC immunity.

An item that was considered broken in the earlier days of Smite, Magi's Cloak
isn't really NEEDED with good positioning and Purification Beads being available.
But this item is still worth mentioning because it can really bail you out of a bad situation if you get caught out and your Purification Beads are down. It also gives 15 Protections in both categories and 350 health.

Witchblade

Enemies within 55 units have their Attack Speed reduced by 20%.

Much more of an option in a Solo build than a Jungle build in my opinion. This item is a great counter to any AA god because it's an aura and the effect is immediate and lasting, and you don't have to take damage for it to work like Midgardian Mail.
In addition to the passive, it gives 100 health, 20% Attack Speed, and 10% Movement Speed.

Pestilence

The healing and regeneration of enemy gods within 55 units is reduced by 25%.

While this is a defensive item, there's not much reason to build it without a healer on the opposite team, so I consider it situational. This item is known as the primary anti-heal item because all it requires is presence to reduce healing. Most of the time, the Solo laner is expected to build this item, which is no exception to Fenrir Solo. As far as Jungle goes, there's always Brawler's Beat Stick and you shouldn't have to build Pestilence. Aside from the potent 25% reduced healing passive, this item also gives 80 Magical Protections and 200 health. While it is a situational item, it is very strong and should especially be picked up vs a Magical Healer in Solo (ex. Cerberus or Aphrodite).

Lifesteal

Asi

If you drop below 35% Health, you gain an additional 25% Physical Lifesteal for 5s. Can only occur once every 15s.

Asi gives 20% Lifesteal, 20% Attack Speed, and 10 Physical Penetration. I like building this item for when you find yourself in a tough situation and your abilities are down. Plus if fall below 35% health, the passive on this item will proc and combined with Seething Howl, you get a total of 70% lifesteal. This items viability on Fenrir just speaks for itself.

Bloodforge

Killing an enemy god forges a shield from their blood with equal to 200 + 10 per player level for 20s. While the blood shield is active you gain +10% movement speed.

Bloodforge has an expensive price tag. For this reason I rarely pick this item up on Fenrir. It has a passive that is very good for survivability and chain killing and gives a huge power spike. That being said, if you make it to late game where you have plenty of gold to spend, this could be a good last item in a damage build for that large powerspike. Otherwise, it's not worth delaying your build.

Gameplay

Gameplay Breakdown

Early Game

Mid Game

Late Game

The early game is when Fenrir is strongest, specifically when you hit level 5 and when you get some Penetration built. You obviously want to be smart about how you play, but aggression at this stage is ideal. You have fast camp clear with Brutalize, as well as high single target damage at a stage where everybody on the map has minimal protections and only one relic to use.

When you get to mid game, around the level 12 mark or 3-4 items in, unless you have a serious lead above the other team, you should start toning down your aggression. While Fenrir has not fallen off damage wise yet, you’re going to want to start being a little bit smarter about when you dive into a fight. However, if you’re building Bruiser, that’s your job anyways. For the most part, unless you catch somebody out of position and you’re confident you can win a 1v1, I find it’s best to try and catch your enemies in an outnumbered situation.

Once you’re in the late game, around level 16+ or when everyone has almost finished their builds, positioning is going to be absolutely key, as well as utilizing your abilities for more of a team fight purpose, such as utilizing Ragnarok to pull an enemy damage dealer out of position or Unchained for the stun. You can also utilize Seething Howl to make Tower/Phoenix push go a little bit faster.

If you find yourself behind at any stage of the game, it is bad news for Fenrir because the aggression advantage you would normally have is now gone. You want to get farm where you can and capitalize on opportunities IF they present themselves. Note, though, that there is a major difference between capitalizing on an enemy's mistake and trying to force an opportunity, then dying for it which puts you even farther behind. If you fall behind, focus on farming and taking control of your own jungle/lane. Wards will also be even more important than before in these situations. Utilize your abilities for camp clear and escaping to avoid death. For more information on playing from behind in Conquest,
check out Branmuffin17’sPlaying from Behind post.

Jungling

In the Jungle, starts can always vary. Invading is an option if you choose to do so. But in general, I would say this start is what you should 100% default to. Always be careful of invades. Before we get into the route, note that there's no "exact jungle route", knowing where to go in every situation can't be taught, it's learned.

Jungle Camps respawn very quickly. Try to avoid sharing XP if you can, but don't be afraid to split a wave or camp every now and then.

Since Jungle Camps respawn so quickly, just do your best to keep your jungle under control, prioritizing your speed buff.

Ganks aren't worth it until level 5 unless you're positive that you can get the kill.

Starting Jungle Route

Clear Speed Camp (1). Your mid laner may choose to share the first clear with you, or just start in lane. Clear quickly and keep moving.

Clear XP Camp (2). If your mid laner tries to share this camp with you, say something. From this point on, solo farming the jungle camps is going to be extremely important.

Share Mid/Solo Wave (3). Once you clear the XP Camp, you can either move to Mid lane or Solo lane. I normally default to Solo lane but if you see an opportunity for a Mid lane kill, or if your Mid laner gets ganked, go to Mid instead.

If you go to Mid after XP Camp, do number 5 before number 4.

Clear Mana Camp (4). After you hit the Solo wave, make sure to clear the Mana Camp for your Solo laner.

Clear Mid Camps (5). Controlling the Mid Camps will be important in order to keep your Mid laner ahead.

After this point, the route depends on the flow of the game.

Credits

Thank you for taking the time to read my guide, hopefully you learned something. Helpful feedback is always welcome if you may have a different opinion about something or just a helpful tip to make the guide better. I always appreciate constructive feedback. Just leave a comment and I almost always reply.

A HUGE thanks to Branmuffin17 for helping me with basically all of the coding in the entire guide, making it much cleaner and more appealing to read for everybody.

Thanks to Boogiebass who helped me fix errors and issues I ran into with coding.

Im thinking the void shield and ancile slots can be interchanged depending on enemy comp. Last item can be beat stick for offense. If you want/need more protections, for whatever reason, Spirit Robe/ Mantle of Discord seem like good choices.

Disagreed with your opinion on hide of urchin. Being tankier is always an option depending on how your team is doing and if you need to initiate a bit more.
I would only get TB in that build against a very tanky enemy comp.

Your other suggestions are good.

Idk about the runic ahield. I heard it was bad? Also, what do you think of getting stone cutting sword third item for solo? You get protections by hitting minions, so it could help with a phys solo laner? I mean you shouldnt be in solo lane that long, rotations should have started, so im not sure.

"Being tankier is always an option depending on how your team is doing and if you need to initiate a bit more." - yes but 2 full defense items and Hide is overdoing it. Maybe you could consider building that tanky as a jungler if your solo laner isn't a frontliner ,e.g. Hel or Chronos.

Agreed for the most part about urchin. Id persoanlly go masamune, but i still think being tankier is an option. Its not exactly overkill. One physical and one magical def item wont save you from a carry or a nuking mage. My 2 cents: its a situational pickup depending on how the game is going.

So why stone cutting sword on an ability build? Why not get heart seeker instead?

My name isn't drai or bran, but I have 2 cents that I'm willing to share on the matter. ;p

Personally, I don't like the idea of urchin on him, especially as a junger (for solo, it would be more acceptable). When looking at the bruiser build, here are my thoughts:

Dedicating 3 item slots for purely defensive items is really limiting your options. For one thing, Fenrir does really well with movement speed, and all this build offers is boots. No Heartseeker, Masamune, etc..

As far as other builds, some other viable options that I didn't see listed are; Transcendence, Runic Shield, and Ancile. The author did provide a great amount of detail into other items, though, which was nice.

Absolutely, but IMO, there are better items. Believe it or not, you'd do roughly the same amount of damage, against a squishy, if you replaced something like The Crusher with a fully stacked trans in a full damage build with one protection item (I tested this a very long time ago. The results are bound to be a bit off).

Power is great and all, but at the end of the day, I'll take pen (Had to edit/shorten penetration to pen so Bran/Gulf don't get any ideas for dirty jokes).

Fenrir 1 does 756 to Artemis with all 4 hits of Brutalize. His basic attack does 192 against her. (IDK if this includes the passive from The Crusher). But I have the advantage of not needing to stack, if I choose The Crusher. Better power curve in my opinion.

Fenrir 2 does 776 to Artemis with all 4 hits of Brutalize. His basic attack does 220 against her. Although the power curve is a bit worse in this build, I have an extra +10% CDR.

You can see the damage is comparable.
For basic attacks: Transcendence has more damage per basic attack, but The Crusher gives you more attack speed, so I'm gonna ballpark them to be roughly equal DPS in terms of basic attack.

Using SB correctly, Brutalize with build 1 will deal 892 damage with all 4 hits. Basic will deal 227.

With build 2, it's 896 for Brutalize, and 254 basic. At least according to SB's numbers.

FYI, you have to apply the Void Shield as a debuff on the Artemis tab. This is something that can be difficult to remember, and you have to do it for other debuffs like Exe, SCS, Ichaival, SotM, and Demonic.

Trans has not only 10% more CDR, but a huge pool of mana so he never has to worry about the mana use (which he can burn up).

The basic attack speed is situationally helpful from Crusher.

Between the trade-off of CDR + mana over the attack speed, I'd prefer Trans. But you're right, the stacks will take a bit of time, and at a slightly higher cost.

Same argument I made in my first post. Essentially, Transcendence has a worse power curve because you need stacks (and is slightly more expensive than most of the penetration options). At the end, you get slightly more damage and 10% CDR. Trade offs.

Overall, I'm in general agreement with DV-8 and Kriega. I would say dedicate 2 items typically to defense as a standard, and 3 only if going tank. The 2 Jungle builds are technically pretty "bruiser"-ish. The Bruiser build is tankish.

I generally like Hide of the Urchin if going a standalone protection item, or as a base, with the 2nd protection item being a more bruiser-focused item with protections against the more dangerous damage type in the match.

Titan's Bane at this point is on the weak-ish side, and Fen doesn't have enough good burst to take down a tank. If targeting a tank, it's because he's the only one there, or if you want to ult and take him away to prevent him from contributing to a fight.

So yeah, the Bruiser build is too tanky (and I'd opt for Warrior Tabi instead of Talaria Boots as of 5.12/5.13. You could choose Urchin sort of early (3rd spot maybe), and consider a protection item late...or you could go Void + Ancile (or Bulwark if you really wanted the added health also), and that would be a bruiser.

Thing is, as a standard, you want that power, since Brutalize has 200% scaling. You don't want 3 items that give you 0 power.

However, the bruiser build vs. squishies is fine as is. I would keep the Spirit Robe and Shifter's Shield (though i'd personally get Masamune instead of Shifter's Shield for the utility). And again, this is just an example build. Drai gives alternatives in his items write up.

Also, if you are finding kills/assist often and think Hide of the Urchin would be good because you can stack it quickly, I think you'd be better off building offensively to capitalize on your lead instead.

Great update for S5. Told you already but the Starting Jungle Route display is great...

Looks like you'll have to redo build for patch 5.2 with the nerf to Deathbringer. Oh well.

FYI, you've got the name Unchained for Seething Howl in the ability section. Also, the white section in Seething reads a bit funny...you say "prioritized 3rd in order to milk his early game." Those two ideas don't really go together...I know you're probably trying to say "put one early point into it to help milk his early game," but a rewording might be good.

No, not a typo...HR posted the notes, and then notified people by Twitter or something that they had further changes to DB, which they then updated on the official patch notes. The original patch notes were what I was working off of, so no, not a typo. Sorry to disappoint you XD

In the ability damage build, yes I prefer Bloodforge (assuming the game lasts long enough for you to have the gold spool for it) because the purpose of the build is self explanitory: ability damage. Bloodforge gives you a massive power spike to rip through squishies and the passive allows you to either re-engage or get out. The lifesteal is also helpful but is definitely not the purpose of building this item.

Yea, i definitely understand the appeal of the passive giving you the change to re-engage or get out. But with Brawler's Beat Stick, I can shut down the healing of a squishy target, allowing my team mates to focus him down without him getting healed back up.

And of course, Bloodforge is ~500 gold more expensive than either Brawler's Beat Stick or The Crusher, but you already covered that aspect: "assuming the game lasts long enough for you to have the gold spool for it." So is an extra ~500 gold not enough to warrant Bloodforge as a luxury item?

This is another interesting set of numbers showing that higher power is often less impactful than pen, even in the presence of Titan's Bane.

Keep in mind that Bloodforge is just a preference for Drai...he's likely to change his build situationally. Against that Herc (or other healers), if no one else got Brawler's Beat Stick, it's probably important for him to pick it up for the anti-heal. If that's not much of an issue, BF is probably the preferred option for the shield and MS upon getting a kill.

The results against Agni are expected. I've tested this, which is why I was asking Drai about his preference for Bloodforge since the only purpose of the damage build was do to as much damage as possible.

I've never actually tested against tanks though. Late game, I don't use Brutalize against a tank unless it's to secure a kill or apply anti heal.
I guess +15 pen doesn't mean much when your opponent has so much protections stacked up. It makes sense to get more returns from higher physical power and %pen against tanks.

The entire ability damage build is luxury. Its sole purpose is to deal as much damage from your abilities as possible and takes virtually nothing else into account. Yes, Brawler's Beat Stick would shut down any healing on whoever your target is. But it's as simple as Bloodforge will do more damage.

You can use relics like Aegis Amulet and Bracer of Undoingwhile Ragnarok is active.
This can really help with tower diving and other maneuvers (since you seem to really emphasize tower diving with full runes lol). Just wondering if you wanted to mention this.

One last thing. If i remember correctly, you had a map with instructions on how to play the solo lane. Would you consider putting it back up there, especially since you have a solo lane build? I thought it was well written.

If you wanted Brawler's Beat Stick to counter healing, you may be better off building ability based anyways and just picking it up since you need to use abilities to proc it anyways. But to answer your question, I would replace Stone Cutting Sword because the attack speed on The Executioner is important for Fenrir in an AA build.

Hey drai, i noticed you changed your auto based build again. Is there anything that makes the brawlers beatstick implementation better than your previous builds (besides shutting down an adc's lifesteal)? Also, i noticed you changed titans bane with executioner. I agree that with executioner,your autos are much more efficient, but without titans bane, your abilities willbecome even more irrelevant late game,especialy since you are swapping jotuns for magis blessing (since you lose that 10 flatpen). Was this build significantly more successful than your previous 2 builds? I'd love to hear back from you man! Keep up the good work.

Hey drai, i noticed you changed your auto based build again. Is there anything that makes the brawlers beatstick implementation better than your previous builds (besides shutting down an adc's lifesteal)? Also, i noticed you changed titans bane with executioner. I agree that with executioner,your autos are much more efficient, but without titans bane, your abilities willbecome even more irrelevant late game,especialy since you are swapping jotuns for magis blessing (since you lose that 10 flatpen). Was this build significantly more successful than your previous 2 builds? I'd love to hear back from you man! Keep up the good work.

Good to hear from you again :) I added the Brawlers because, like you said, shutting down the ADC, and the extra power and 15 flat pen is nice. I replaced Titan's Bane with The Executioner because putting those two items together is very inefficient. I figured it's either one of the other and even with Titan's Bane, your abilities still aren't very effective late game. By this point you're only using your abilities for chase potential, secure, or peel.

Yes, I found this build to be really successful because looking back, the crit chance from Wind Demon alone wasn't very high. I then changed it to Rage with the passive change, which gives you 35%. That's good crit chance for one item but you also lose the attack speed you'd get from The Executioner or Wind Demon. I found this build to be the most consistent with the damage.

Thanks for keeping up with the guide haha :) I'm always happy to give further explanation

Hey! You probably play way more conquest than I do and probably have way more experience playing Fenrir than I do, so forgive me if I bring up any discussion topics that sound silly.

For starters, thanks for the explanation! Since it looks like this particular build was meant to outbox an ADC and potentially an enemy jungler, what do you think about switching Warrior Tabi for Ninja Tabi and Qin's Sais for Stone Cutting Sword? You gain +5% attack speed, and +10% movement speed. Since you're also going to be boxing a physical god, I thought the passive on Stone Cutting would benefit. Also, I thought Stone Cutting would be a nice addition since it stacks with Executioner. On the flip side, you lose 10 raw physical power and Qin's passive (Does the passive on Qin's activate your lifesteal?). But allow me to be a bit more general here: what do you think about Stone Cutting Sword on a Fenrir boxing build?

The only potential weakness I saw in this build is it's lack of CC protection, but you pretty much have that covered by replacing Jotunn's with Magi's Blessing.

Firstly, Drai's explanation on the reason for switching Titan's Bane to The Executioner is solid...would just want to point out that it's basically a more solid commitment to dealing a decent amount of his total damage via basic attacks.

Also, the flat pen from Brawler's Beat Stick, besides the passive function of hampering enemy lifesteal, is going to make up for anytime he hasn't built up stacks with The Executioner...the 10 from Jotunn's, combined with the 15 from Brawler's, provides the same as Titan's Bane by itself for a level 20 hunter with around 75 physical protection (no added protection items). It'll be even more effective against mages that haven't built protections.

Keep in mind, he's not going to be going head-to-head against a hunter. He's going to try to back-line squishy enemies at opportune times...wait for them to commit to a fight, burn an ability or two, and maybe put themselves a bit out of position or have a bit of damage received first.

@boogie, I'm with you that Qin's Sais may not be the best item for Fen. I think he'll appreciate the potential protection SCS can provide, along with the increased move speed and higher base power. Qin's is best when the god in question has a good attack chain to take advantage of it...like Kali or Erlang Shen. Fenrir has no variable attack progression. Not saying it couldn't work...just that there might be better options.

I do think a late switch from Warrior Tabi to Ninja Tabi could work well, but he'll probably want the early game power from Warrior for clearing potential.

I'm making no judgment on the efficacy of the build...I have no clue...so take my comments with a grain or two.

My sincerest apologies. When I mentioned Ninja Tabi, I meant switching out Warrior Tabi near the late game. Just to clarify, I only advocated Ninja Tabi if SCS was a viable replacement for Qin's Sais. My thought process: Since switching to SCS makes you lose the attack speed, you'll want to make up for it by switching Warrior Tabi for Ninja Tabi.

In regards to everything else, Thank you for your clear cut explanation.

My sincerest apologies. When I mentioned Ninja Tabi, I meant switching out Warrior Tabi near the late game. Just to clarify, I only advocated Ninja Tabi if SCS was a viable replacement for Qin's Sais. My thought process: Since switching to SCS makes you lose the attack speed, you'll want to make up for it by switching Warrior Tabi for Ninja Tabi.

In regards to everything else, Thank you for your clear cut explanation.

Jeez there's a lot to cover here haha. Okay.. late game, switching out Ninja Tabi for Warrior Tabi should be fine (assuming the game lasts long enough for you to make all these item switches). Stone cutting sword is not a bad item on Fenrir. I see people build it on him often. I really like Qin's though because the passive is INSANELY potent. Even against squishier Gods. If you're going to take Qin's out of the build, then yes. I suggest building Ninja Tabi to make up for the lost attack speed.

@Bran the comment regarding Qin's effectiveness on Fenrir.. that's true that he doesn't have the same attack chain as other gods designed to be AA based. However I'm not sure how Qin's could be overlooked for just that reason. Like I said Qin's is very potent and very strong. While SCS might give you more penetration and even some protections I don't think either of those things are as necessary as it may seem given your incredibly high lifesteal and the simple fact that you have plenty of penetration as is.

I don't mean to rule Qin's Sais out. I did say in the last sentence on that subject that I'm not saying it can't work...but there are various options that might be better, at least situationally.

Taking a deeper look at Stone Cutting Sword, getting it somewhere mid-build might be really functional. Any Jungler (or even if you play him solo or support) would appreciate the increased move speed. And, if you're talking about SCS in combo with Jotunn's Wrath and Brawler's Beat Stick, you're looking at (at full stacks, mind) basically doing true damage to squishy gods. Finally, the added protection you get would be at least somewhat helpful in dealing with incoming damage.

Now, I will say that Qin's will give you better basic attack DPS overall, there's no question about that. But in getting SCS, you trade some DPS for potentially higher ability damage (due to the higher power and protection reduction, if you gain stacks for both SCS and Exe), faster move speed, and some physical protection of your own. And given that this is still a hybrid build (anything that combines Jotunn's with basic attack items is a hybrid and not quite optimal for any singular function), having hybrid function can be nice.

This is all just theoretical, of course. In practice, your build might work best overall.

If I were to play him, I think I'd do the normal thing early...look to capitalize on his early game potential via CDR, power and pen. If it extended to a late game, I would be more open to converting to some basic attack damage...instead of starting with basic attack focus w/ Devo's, I'd probably delay lifesteal, get The Executioner close to last, and then I'd probably opt for Bloodforge at that late-game point. Maybe something like this:

I don't mean to rule Qin's Sais out. I did say in the last sentence on that subject that I'm not saying it can't work...but there are various options that might be better, at least situationally.

Taking a deeper look at Stone Cutting Sword, getting it somewhere mid-build might be really functional. Any Jungler (or even if you play him solo or support) would appreciate the increased move speed. And, if you're talking about SCS in combo with Jotunn's Wrath and Brawler's Beat Stick, you're looking at (at full stacks, mind) basically doing true damage to squishy gods. Finally, the added protection you get would be at least somewhat helpful in dealing with incoming damage.

Now, I will say that Qin's will give you better basic attack DPS overall, there's no question about that. But in getting SCS, you trade some DPS for potentially higher ability damage (due to the higher power and protection reduction, if you gain stacks for both SCS and Exe), faster move speed, and some physical protection of your own. And given that this is still a hybrid build (anything that combines Jotunn's with basic attack items is a hybrid and not quite optimal for any singular function), having hybrid function can be nice.

This is all just theoretical, of course. In practice, your build might work best overall.

If I were to play him, I think I'd do the normal thing early...look to capitalize on his early game potential via CDR, power and pen. If it extended to a late game, I would be more open to converting to some basic attack damage...instead of starting with basic attack focus w/ Devo's, I'd probably delay lifesteal, get The Executioner close to last, and then I'd probably opt for Bloodforge at that late-game point. Maybe something like this:

You're build doesn't look bad at all but your build is a totally different style than mine. Mine is completely centered around lifesteal AA's mid-late game. Replacing SCS with Devo's then getting Bloodforge... to be quite honest I don't like building Bloodforge. It doesn't bring as much to the table as Dev's gloves (in my opinion) and has a significantly more expensiveness price tag. Sure, building Dev's over SCS renders your ability damage a little bit weaker since you have to stack, but I am confident that it's worth it in all stages of the game. Besides... your ability damage is insignificant late game one way or another.

Absolutely. Your actual build, and my theoretical thought process (lol) have very different directions and styles. Yours looks to focus on a hybrid style from start to finish. You have an early Jotunn's (and a later Brawler's Beat Stick) for ability use, but you also have Devo's for basic attack and sustain, along with late The Executioner and Qin's Sais. You also have wayyyy more experience with Fen than I do. I'm just armchair-ing it.

I know, on Bloodforge...I also honestly don't like it very much, haha...but if I'm skipping Devo's early, it is the closest replacement to Devo's, and is a better choice late, due to higher base power, no stacking needed, and still fulfilling additional lifesteal utility. Perhaps in the end, it's just better not to get lifesteal at all, at least in the spirit of my build.

This is way too long, so I'm going to hide the bulk of this in spoiler form.

You've been warned

Thing is, my thought process was trying to think of doing as much with what he has at the time of the match. So to start, I wanted to think of WHY I would build a certain way. Fen is absolutely an ability-based god, so making him a semi-basic-attacker is going to be difficult, when trying to still keep him somewhat viable. What's the reason for even considering basic attacks to begin? Because he falls off in effectiveness in the late-game. So how might it be best to build him to maximize his potential throughout a match, if we do in fact want to consider the basic attack route? To me, it's early ability advantage, which he's known for, and switching to basic attacks late. Obviously, you'd still rely on his abilities to a degree, but just not spamming them...you're using them more situationally.

So, early game, that obviously means Warrior Tabi and Jotunn's Wrath...standard for him. He does have a bit of lifesteal in his kit, but do we really need it that early (e.g. Devourer's Gauntlet)? Keep in mind, Devo's requires basic attacks to get the lifesteal, and he doesn't have a fast basic attack...he's not a hunter with a steroid boost, he's not getting Ninja Tabi early to help with basic attack speed, or just constantly relying on basics overall. So getting Devo's provides decent lifesteal as you stack, but is only going to do much of anything on minions when you're clearing camps or whatever...you're not going to get all that many basic attacks on an enemy, because other than a situational 1 second stun, he doesn't have anything like a slow, or Frostbound Hammer, or Hastened Fatalis, to allow him to stick to an enemy while only using basics. So, is Devo's really all that functional, or might there be better routes to go? (and he already has 30-45% lifesteal via Seething Howl)

So, in place of early lifesteal, I think relying on those starters (e.g. Bumba's Mask), and picking opportunities is the best bet for him in the early-mid game.

I only say Hide of the Urchin, because Fen, like some other assassins, does appreciate some survivability options. Hide is a one-stop shop for equal protections, health and mana. It'll keep you going in fights.

As we transition to mid/late-game, you're right, things like Titan's Bane are okay...but who's even the target? With % pen, Titan's is really more effective the more protections there are...without attack speed via The Executioner, flat pen is arguably better for squishy gods, who should be your main targets. So even in this case, Brawler's Beat Stick is a pretty good item, I'd say. And as his ability damage falls off in effectiveness, it's there where we'd target concentrating more on basic attack damage.

Stone Cutting Sword, if chosen at that point is your first true commitment to doing more with basic attacks...but it serves multiple purposes. As stated previously, added move speed for rotations, chasing, etc. High base power for stronger ability AND basic attack damage, so can be considered a decent transition item. And...if you start trading blows, a good swing in physical protections...less for them (which is straight up functional against any enemy), more for you (which is good against hunters/assassins/warriors).

Then, for DPS combined with penetration stat, there's nothing better than The Executioner, which you do suggest...but...I might even argue that's situational...your ADC might have built that...doesn't mean you can't, but it might make you think twice about building it yourself. Just a thought. Anyway, the added attack speed means faster SCS stacks, generally increases your DPS overall, and sets you up for a more effective Qin's Sais (if you want it).

At that point of my build, you've got a full 6 items (not including the starter, which you'd sell for Exe). Switching from Warrior to Ninja Tabi is relatively cheap and simple, and definitely enhances your basic attack DPS without affecting much else overall...and then it's just deciding (if the match lasts that long) what else you're willing to replace.

In a basic attack build, Jotunn's Wrath doesn't really have a place, so that's the one I'd normally target, replacing it with maybe Qin's Sais or Bloodforge. No CDR at that point means you have to choose more carefully when to commit with abilities. If there's a particularly effective enemy Support, it might even mean using Ragnarok in the beginning of a teamfight to take them out of the fight for a bit...they generally will get more support-y relics, so probably won't have Purification Beads.

Due to Fen's requirement to be close to enemies, I'd keep the protection from Urchin. But that's just me. And well...this is all just speculation...but hopefully this explains my thought process a bit more? Sorry it was so long.

Man... I think it would be pretty cool if Seething Howl got a small Fatalis buff, or a movement speed buff so we could actually make better use of the built in lifesteal in a fight. It just seemed kinda weird to put lifesteal on an ability based assassin.

I just want you guys to take this in for a moment because every single item that's been suggested is viable on Fenrir. He's (in my opinion) the most flexible assassin and arguable the most flexible gods (or one of them) in the game.

Bran, getting Devo's early is important to get the stacks online. But you make it sound kinda useless being built that early and it's actually not. Fenrir's lifesteal can be used effectively at all stages in the game. There are a lot of times that I'm 1 on 1 and I'm able to outplay them because the lifesteal is just so significant, especially at that early in the game. Of course it's arguable that if I had more ability damage in the first place (or protections in the case of SCS), I wouldn't need the lifesteal in the first place. But all in all I just love the sustain. :)

Boogie, do definitely let us know how your tests go. If you have a friend to do it with, it would also be nice to compare damage on a squishy hunter vs maybe a tanky warrior (I don't see the point in trying to box a support haha).

I'd probably consider Nemesis to probably be the most flexible assassin. To me, Fen is just very ability-based and early-game.

I understand the need to get Devo's early to get it online, if you choose it. It's why it's usually built 2nd on hunters as well...unlike some other stacking items, it is significantly weaker without stacks.

But a lot of people have success with him, focusing just as you do on early Warrior Tabi and Jotunn's Wrath, and not worrying about lifesteal all that much. Get in, do your best damage, and get out.

Just to emphasize from my way-too-long last comment, my argument against Devo's is that it doesn't have any basic attack speed support in the build earrly, and unlike a hunter, he won't be able to use those basics on constant streams of minion waves (and at distance) to keep his health up. In a fight, my biggest concern is getting enough basic hits in (meaning not just 1 or 2 between abilities) to make it worthwhile.

Basically, I just need to try it out and see for myself. Also, what would be helpful (am curious to know) would be for you to explain how and when exactly you choose to use the basic attack build? Jungle only? Solo against specific lane enemies? Joust? Clash? What's your gameplay style and combos when you do this? Jump in with Brutalize, trigger Seething Howl, basic attack as long as is feasible, then jump out with Unchained?

I'd probably consider Nemesis to probably be the most flexible assassin. To me, Fen is just very ability-based and early-game.

I understand the need to get Devo's early to get it online, if you choose it. It's why it's usually built 2nd on hunters as well...unlike some other stacking items, it is significantly weaker without stacks.

But a lot of people have success with him, focusing just as you do on early Warrior Tabi and Jotunn's Wrath, and not worrying about lifesteal all that much. Get in, do your best damage, and get out.

Just to emphasize from my way-too-long last comment, my argument against Devo's is that it doesn't have any basic attack speed support in the build earrly, and unlike a hunter, he won't be able to use those basics on constant streams of minion waves (and at distance) to keep his health up. In a fight, my biggest concern is getting enough basic hits in (meaning not just 1 or 2 between abilities) to make it worthwhile.

Basically, I just need to try it out and see for myself. Also, what would be helpful (am curious to know) would be for you to explain how and when exactly you choose to use the basic attack build? Jungle only? Solo against specific lane enemies? Joust? Clash? What's your gameplay style and combos when you do this? Jump in with Brutalize, trigger Seething Howl, basic attack as long as is feasible, then jump out with Unchained?

Well when to use what build isn't unique to just Fenrir and has so many things to factor in when deciding what to build.

For me, the first 2 core items are Warrior Tabi and Jotunn's Wrath, unless I fall behind in which case i go into Breastplate of Valor. If I were to fall behind a full damage build would in most cases be ruled out, I would go into a bruiser build. The moral of that is don't be stupid and you won't fall behind haha. Anyways.. there are some things to factor in once you have those 2 core items online.

Your team comp - how much damage do you have on your team? Does your team really need damage output or a tank/bruiser?

Enemy team comp - what does their backline look like? How much CC do they have? This is a huge thing to consider when deciding if you want an AA build. There's absolutely no point if the enemy team can just CC you and focus you down every time.

Counterbuilding - if there's something like the enemy team has one tank and 4 other guys building full damage with no protections

Length of the game? - if you go up 10 kills to 0 in the first 5 minutes and get a 5k gold lead, then it most likely won't be a 30 minute game, which means building for late game isn't necessary. The ability based build is perfect in this scenario.

The AA based build can be used in any game mode but it's hard to because 1. Stacking can prove to be difficult 2. Those games rarely last as long as Conquest games do. Except for clash, in which case it once again falls to the things I listed above.

I started typing up an ability section that's currently unfinished. It's just so hard to explain how to use each ability in certain situations and what the best way to do so is. It's just learned by playing the god. Here's the thing though, when you connect Unchained, the cool down is halved which means (especially with the 20% CD-R from Jotunn's) you can use it to initiate and by the time you're done fighting you can use it to escape.

Unchained with fully stacked Unbound Runes >> 1-2 AA's >> Brutalize >> try to chase with AA's >> Seething Howl to lifesteal if they try to turn on you. You don't want to burn Seething Howl for the small amount of power you get because the 30% lifesteal is so much more huge and it's wasted if you try to use it between abilities. Again though, there are so many different things that could happen and so many scenarios though it's hard to cover everything.

Unchained with fully stacked Unbound Runes >> 1-2 AA's >> Brutalize >> try to chase with AA's >> Seething Howl to lifesteal if they try to turn on you. You don't want to burn Seething Howl for the small amount of power you get because the 30% lifesteal is so much more huge and it's wasted if you try to use it between abilities. Again though, there are so many different things that could happen and so many scenarios though it's hard to cover everything.

was really useful. Also, just a suggestion so feel free to completely ignore it: I noticed the guide didn't have an explanation on relics (a list of viable relics for each role are listed, but no in depth explanation for when to consider each relic is present). To clarify, let's take the solo lane as an example. When should I consider Sundering Spear over Teleport Glyph? Sorry I'm still trying to git gud at conquest and this game mode is completely different from arena/joust/clash, so I thought this bit of info may help some newer players.

Drai...just want to say, non-game-related, that your boy is a serious Duck killer. He whooped us during the regular season, and he's been a huge threat (even more than McDavid perhaps) in the playoffs. Tonight's a big night...GO DUCKS!!!

SmiteFire & Smite

Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.